Is there a quick way to fit out ship when changing ship.

Because that would allow you a warehouse which would lead to a different way of trading and playing the BGS than FDev wanted.

Yeah I get that, but it's still really really stupid. There has got to be a better way to handle switching ships, there just needs to be. Or just allow all ships to dock wherever they want and do away with this silly landing-pad size discrimination.
 
This.

Coupled to the almost meaningless nature of credits theses days, you'd just end up with players who have fleets of T9s, which they fill up with cargo and transfer around instead of flying them.

Transfer times takes several more hours than it does making the trip yourself. So I guess my response is: So what? What does it matter?

Also you could easily prevent that scenario while still allowing people to switch ships that have cargo. Just deny transfers for ships that aren't empty?
 
Transfer times takes several more hours than it does making the trip yourself. So I guess my response is: So what? What does it matter?

Also you could easily prevent that scenario while still allowing people to switch ships that have cargo. Just deny transfers for ships that aren't empty?

You're only considering the flight-time for ONE ship.
You'd get people buying, literally, 50 or 100 T9s to help them do their BGS stuff.

You're absolutely right about how simply imposing restrictions on ship transfer could prevent exploits, though.

Honestly, I suspect that, historically, FDev just didn't want players to be able to stockpile stuff.
Things like meta-alloys and UAs were coveted and players could use them for shenannigans so FDev probably wanted to limit access to those things.
More mundanely, a player could just park a ship full of stuff until the ideal opportunity to sell it occured, thus eliminating all the uncertainty related to trading that the game creates.
 
You're only considering the flight-time for ONE ship.
You'd get people buying, literally, 50 or 100 T9s to help them do their BGS stuff.

You're absolutely right about how simply imposing restrictions on ship transfer could prevent exploits, though.

I'm talking about switching TO ships that are docked at the same station. You make a good point about ship transfers, but like I said, we could code around that.

Honestly, I suspect that, historically, FDev just didn't want players to be able to stockpile stuff.

Can't players stock thousands and thousands of tons of stuff in Fleet Carriers though? So unless I'm missing something, that ship has sailed right. It just feels really clunky and tedious that I have to deal with 500 tons of stuff or whatever RIGHT NOW when I really just need to run some errand in a smaller ship.
 
See, I dunno about that.

Engineering is a big part of the game and I'd rather they tried to make it something more enjoyable, that players actually wanted to engage with, instead of making it something a player could "bypass" simply by clicking a button and paying credits.
I agree, but my response was simply to improve UI/ ease of use. For example, currently, if you want to upgrade a number of HRPs, it is an unnecessarily tedious process.
 
See, I dunno about that.

Engineering is a big part of the game and I'd rather they tried to make it something more enjoyable, that players actually wanted to engage with, instead of making it something a player could "bypass" simply by clicking a button and paying credits.

Engineering is like paying a mechanic to put a turbocharger in your car, except the mechanic makes you source every bolt and nut yourself. Drive to another country to pick up the turbocharger itself, then drive it back to him with 300 different kinds of seals, gaskets, screws and other fittings. Oh no, did you forget the hand towels? His hands are dirty, go drive another 400 miles and get towels and soap so he can clean up!!!

The end-result is enjoyable when he's done and you get to drive it around, but the process? Not so much. By the time he's done you'll want to hang yourself.

It seems like my engineering busywork is never done. Every day I log in, I dedicate X amount of hours to upgrading my ship. To say nothing of a future trip to Colonia for those engineers which will represent more busywork and tedium. And after all that, you STILL have to make more trips to do any future Experiemental effects etc etc.

I would love it if they could make this more fun, but in it's current state, yes I'll take the "bypass by clicking a button" option please :)
 
Currently the quickest way to change out your ship is to simply swap to another ship. i have three kraits.

Quoted for truth. I've four -- a dedicated miner, a rumble bus/merchant cruiser, a combat sweeper and an explorer.

Mining was the trigger. This is the profile that causes the most re-jiggery. Not only are you swapping just about every optional slot, most weapons slots and possibly some utilities, you have to redo all of your fire groups too. Forget that. So I built a mining Krait, and then it just snowballs from there doesn't it?

For newer players this isn't an option until they've amassed the required funds, but building ships dedicated to specific roles is best for me. Just swap ships and go. Everything's just as you left it, ready to roll.
 
Engineering is like paying a mechanic to put a turbocharger in your car, except the mechanic makes you source every bolt and nut yourself. Drive to another country to pick up the turbocharger itself, then drive it back to him with 300 different kinds of seals, gaskets, screws and other fittings. Oh no, did you forget the hand towels? His hands are dirty, go drive another 400 miles and get towels and soap so he can clean up!!!

Pretty sure I've used exactly the same analogy myself, in the past. (y)

Added to which (in the past, at least), it was kind of like going to TurboTechnics for a car mod', having them tell you that you've got to find the parts yourself and then, when you do bring the stuff they need, you might've ended-up with a 10hp gain, or a 50hp gain or (if you were really lucky) a 100hp gain.
At least the new engineering procedure ensures your effort gets you the gain you expect, rather than just a random gain.

It'd be nice if we could (to continue the analogy) go and try to find a scrap car that already had the upgraded turbo, attempt to steal an upgraded turbo from a shop that sells them, get to know somebody who can get us an upgraded turbo or simply attack somebody who's already got an upgraded turbo and salvage it from the burning wreckage of their car.
In addition to the current "bring somebody the components" method that we already have.
 
....

Honestly, I suspect that, historically, FDev just didn't want players to be able to stockpile stuff.
Things like meta-alloys and UAs were coveted and players could use them for shenannigans so FDev probably wanted to limit access to those things.
More mundanely, a player could just park a ship full of stuff until the ideal opportunity to sell it occured, thus eliminating all the uncertainty related to trading that the game creates.
....
Can't players stock thousands and thousands of tons of stuff in Fleet Carriers though? So unless I'm missing something, that ship has sailed right. It just feels really clunky and tedious that I have to deal with 500 tons of stuff or whatever RIGHT NOW when I really just need to run some errand in a smaller ship.
You are missing the word historically.

Yes for a little less than 10 billion credits you can have a semi mobile warehouse now, but that has only been available for less than a year, and I understand not all goods can be stored in an FC.

So yes it is clunky and I moan a little every time I forget I had limpets left over and so can't switch first time.
 
So yes it is clunky and I moan a little every time I forget I had limpets left over and so can't switch first time.

On a related note, imagine the wailing resulting from players forgetting they had important cargo aboard a ship, swapping ships and then realising they couldn't remember where they'd left the cargo?
Even worse, imagine some poor sucker hiring your ship for a sightseeing mission and then wondering why they've been left in the parking garage of a Coriolis station for 6 months! :p

Course, these issues could be mitigated via a sufficiently detailed information screen related to stored ships but, given the way module storage "works", it definitely seems like there's somebody at FDev who gets a sadistic pleasure out of making players struggle to find stuff.

Players: "we need more storage!!!"
FDev: " Well, okay then"
Players: "I've got so much stuff that it's almost impossible to find anything easily!!!"
Fdev: "Heh, you asked for it"
 
Would 177 million get me a cheap anaconda miner for laser and core

Barely, but yes it should.

I went mining in my Type-9 once. Once. It just takes way, way too long to fill all the cargo space on a large ship, in my opinion. I prefer to break it up into bite-sized chunks in my mining Python. 192 tons cargo + 6 tons in the refinery still nets you ~55 million in Platinum. I'd rather do that several times with a break in between than a single marathon session. Of course, your mileage may vary.
 
Want to upgrade Python(outfitted for mining) to an Anaconda doing the same.

Do I have to put my items in storage and then re equip them to the new anaconda or is there a quick way of doing it ?

They do have different internals so your Conda cannot run sensors and life support from the Python and it will run not very great with the smaller FSD of the Python.

So think of it as a one ship one role, hence me having more than 30 ships
 
Am I alone in wanting to be able to buy modules and get them delivered to whatever station i'm docked in, for a higher price obviously

But in order to do that, you'd need a listing of modules at other stations available for purchase. Which is impossible, I mean whoever heard of a system where you can look in a database and see what stuff is in other places and buy it, that's crazy talk :ROFLMAO:
 
Nope sadly Frontier is quite behind the times when it comes to basic mmo mechanics like loadouts and quick swapping modules.
AFAIK this is intentional. No sane developer would force you to watch your hardpoints swap over. Switching from turrets to gimbal and back on my fully kitted Combataconda was torture, especially with the huge hardpoint.
 
Want to upgrade Python(outfitted for mining) to an Anaconda doing the same.

Do I have to put my items in storage and then re equip them to the new anaconda or is there a quick way of doing it ?

Most of the folk who have been around a while just end up with dedicated ships to avoid the module swopping...
 
Am I alone in wanting to be able to buy modules and get them delivered to whatever station i'm docked in, for a higher price obviously

Nope, not alone. It is 3307 in game in ED, and somehow the entire human race lost all our smartphones, and there is no internet to shop from and have things delivered wherever you want... WTH. Right, great immersion and lore you got there Fdev.
 
Nope, not alone. It is 3307 in game in ED, and somehow the entire human race lost all our smartphones, and there is no internet to shop from and have things delivered wherever you want... WTH. Right, great immersion and lore you got there Fdev.

I like to think that (in game lore) on-demand online retailers like Amazon caused such global economic instability in the late 21st Century that they were outlawed (much like sentient A.I. would later be) long before we began to colonise space.

Also it’s a just game not a mirror image of reality...
 
Am I alone in wanting to be able to buy modules and get them delivered to whatever station i'm docked in, for a higher price obviously

If you plan ahead, the answer is yes you can buy modules and have them delivered to the station you are docked in.

Cmdrs do this all the time. You can buy whatever modules you want and put them in storage for use later on*. Particularly handy for engineering items at remote locations. Shield boosters, wake scanners, multicannons, lasers, are all examples of things you engineer extras of and leave in storage for later. Other misc things you buy and leave in storage for later delivery are cargo racks, passenger cabins, etc. When you need them you get them delivered. Forward planning.

With fleet carriers this is a particularly valueble idea for explorers heading out for weeks or months. You can leave behind equipment that you don't think you want (mining equipment, fuel tanks, etc.) but if you change your mind.... get it delivered to a nearby fleet carrier. Voila! (Reliable DSSA FCs located all over galaxy).


*Unfortunately you are limited to the module slots available to your current ship. For the types of modules you would typically swap out for various purposes this isn't an issue. And as you accumulate different sized ships you also accumulate stuff in storage.
 
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